- Added some of the most basic dialogs - Changed C-style <xxx.h> headers to C++-style <cxxx> headers - Switched graphics to load from the PNG files in graphics.exd rather than from Blades of Exile Graphics (NOTE: Some graphics still don't work, probably because of incorrect source rects) - Switched cursors to load from GIF files in graphics.exd rather than from Blades of Exile Graphics - Moved Niemand's tileImage functions from boe.graphics.cpp to graphtool.cpp, so they can be used by all three programs. - Added some string lists in .txt files - Made cursors into an enum - Rewrote the code for displaying the Edit Terrain dialog to use the new engine (not tested yet) - Fixed some __attribute__((deprecated)) stuff - Most graphics are now loaded just after the custom graphics. This means they will be overridden by a file of the same name in the scenario's .exr folder. - Altered modes a little so that when at the startup screen you are in MODE_STARTUP rather than MODE_OUTDOORS. - Switched from function pointers to boost::function – the Boost libraries are now required. - Finished off the new dialog engine and made gess necessary - Added status icons as another type that can be drawn in dialogs - C Wrappers for Cocoa cursors based on an Apple example. This is tested, and works perfectly. - Added a switch in the program for using Windows graphics; however, there is no way as yet to set this flag, and in fact there aren't even any Windows graphics to use. - Added include guards to graphtool.h - Made separate mac and win directories within sounds.exa, since the Mac and Windows sounds are mostly subtly different (with two completely different!) git-svn-id: http://openexile.googlecode.com/svn/trunk@90 4ebdad44-0ea0-11de-aab3-ff745001d230
67 lines
2.4 KiB
C
67 lines
2.4 KiB
C
cMonster return_monster_template(m_num_t store);
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//item_record_type convert_item (short_item_record_type s_item) ;
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void init_scenario() __attribute__((deprecated));
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short edit_ter_type(short which_ter);
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//void edit_ter_type_event_filter (short item_hit);
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bool save_ter_info();
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void put_ter_info_in_dlog();
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void put_monst_info_in_dlog();
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bool save_monst_info();
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void edit_monst_type_event_filter (short item_hit);
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short edit_monst_type(short which_monst);
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void put_monst_abils_in_dlog();
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bool save_monst_abils();
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void edit_monst_abil_event_filter (short item_hit);
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cMonster edit_monst_abil(cMonster starting_record,short parent_num);
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void put_item_info_in_dlog();
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bool save_item_info();
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void edit_item_type_event_filter (short item_hit);
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short edit_item_type(short which_item);
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void put_item_abils_in_dlog();
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bool save_item_abils();
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void edit_item_abil_event_filter (short item_hit);
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cItemRec edit_item_abil(cItemRec starting_record,short parent_num);
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void edit_spec_item(short which_item);
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void edit_spec_item_event_filter (short spec_item_hit);
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bool save_spec_item();
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void put_spec_item_in_dlog();
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void put_save_rects_in_dlog();
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bool save_save_rects();
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void edit_save_rects_event_filter (short save_rects_hit);
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void edit_save_rects();
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void edit_horses();
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void edit_horses_event_filter (short item_hit);
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void put_horses_in_dlog();
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bool save_horses();
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bool save_add_town();
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void put_add_town_in_dlog();
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void edit_add_town_event_filter (short item_hit);
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void edit_add_town();
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void edit_item_placement();
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void edit_item_placement_event_filter (short item_hit);
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void put_item_placement_in_dlog();
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bool save_item_placement();
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void edit_scen_details_event_filter (short item_hit);
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void edit_scen_details();
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short edit_make_scen_2(short *val_array);
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void edit_make_scen_2_event_filter (short item_hit);
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void put_make_scen_2_in_dlog();
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short edit_make_scen_1(char *filename,char *title,short *grass);
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void edit_make_scen_1_event_filter (short item_hit);
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void put_make_scen_1_in_dlog();
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//short get_password();
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//void give_password_filter (short item_hit);
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void edit_scenario_events();
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void edit_scenario_events_event_filter (short item_hit);
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void put_scenario_events_in_dlog();
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bool save_scenario_events();
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//short enter_password();
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bool build_scenario();
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void set_starting_loc_filter (short item_hit);
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void set_starting_loc();
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void edit_boats_event_filter (short item_hit);
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void edit_boats();
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//void user_password_filter (short item_hit);
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//short wd_to_pwd(Str255 str);
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